Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTWeap_Physicsgun (UDK)
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Properties
Property group 'UTWeap_Physicsgun'
ChangeHoldDistanceIncrement
Type: float
Default value: 50.0
HoldDistanceMax
Type: float
Default value: 750.0
HoldDistanceMin
Type: float
ThrowImpulse
Type: float
Default value: 100.0
WeaponImpulse
Type: float
Default value: 2000.0
Internal variables
HoldDistance
Type: float
HoldOrientation
Type: Object.Quat
PhysicsGrabber
Type: RB_Handle
Default value: RB_Handle'RB_Handle0'
Default values
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.75 | ||||||||||
AmmoCount | 99 | ||||||||||
bCanThrow | False | ||||||||||
bExportMenuData | False | ||||||||||
Components[0] | RB_Handle'RB_Handle0' | ||||||||||
CurrentRating | 0.75 | ||||||||||
FireOffset |
|
||||||||||
GroupWeight | 0.5 | ||||||||||
InventoryGroup | 154 | ||||||||||
ItemName | "Physics Gun" | ||||||||||
LockerAmmoCount | 99 | ||||||||||
MaxAmmoCount | 99 | ||||||||||
PickupMessage | "Physics Gun" | ||||||||||
PlayerViewOffset |
|
||||||||||
Priority | 0.1 | ||||||||||
WeaponColor |
|
||||||||||
WeaponFireTypes[0] | EWFT_Custom | ||||||||||
WeaponFireTypes[1] | EWFT_Projectile | ||||||||||
WeaponFireWaveForm | ForceFeedbackWaveform'UTGame.Default__UTWeap_Physicsgun:ForceFeedbackWaveformShooting1' |
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
Property | Value |
---|---|
ReplacementPrimitive | None |
RB_Handle0
Class: Engine.RB_Handle
Property | Value |
---|---|
AngularDamping | 1.0 |
AngularStiffness | 50.0 |
LinearDamping | 1.0 |
LinearStiffness | 50.0 |
Functions
Events
PostBeginPlay
Overrides: UTWeapon.PostBeginPlay
Initialize the weapon
Tick
Overrides: Actor.Tick
Other instance functions
ChangeVisibility
Overrides: UTWeapon.ChangeVisibility
This function is called from the pawn when the visibility of the weapon changes
ConsumeAmmo
Overrides: UTWeapon.ConsumeAmmo
Consumes some of the ammo
DoOverrideNextWeapon
Overrides: Weapon.DoOverrideNextWeapon
hook to override Next weapon call. For example the physics gun uses it to have mouse wheel change the distance of the held object. Warning: only use in firing state, otherwise it breaks weapon switching
DoOverridePrevWeapon
Overrides: Weapon.DoOverridePrevWeapon
hook to override Previous weapon call.
StartFire
Overrides: UTWeapon.StartFire
Called on the LocalPlayer, Fire sends the shoot request to the server (ServerStartFire) and them simulates the firing effects locally. Call path: PlayerController::StartFire -> Pawn::StartFire -> InventoryManager::StartFire Network: LocalPlayer
StopFire
Overrides: Weapon.StopFire
This initiates the shutdown of a weapon that is firing. Network: Local Player